Table of Contents

Tier Rating

Analysis by RedFerrari1998
Owain - Chosen One

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 41
ATK 32
SPD 37
DEF 31
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 8 6 6
Middle 17 8 9 7 7
High 18 9 10 8 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 29 34 28 19
Middle 41 32 37 31 22
High 44 35 40 34 25

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

With stats almost completely identical to Ayra, it’s no surprise that Owain would want basically the same IVs as her. A neutral Owain is a perfectly viable option as well.

Boon

+ATK: Attack is almost always a strong choice of boon, with Owain being no exception. An attack boon will increase Owain’s raw offensive power through additional damage.

+SPD: Possibly Owain’s best choice in boon, Speed takes Owain up to an amazing 40 Speed, granting him great potential for avoiding follow-up attacks and making him better at performing follow-up attacks.

Neutral

HP: Owain has good HP at 41. Keeping this stat neutral if possible is advised as a HP boon will offer no large benefit compared to most of the alternatives while a HP bane will hurt him more than a Resistance bane will since he’ll also lose some physical bulk.

DEF: Owain also has a good Defense stat of 31. Combined with his good HP, Owain has solid physical bulk. While boosting one of his offensive stats is still a better choice, a Defense boon Owain will perform very well, especially with a defensive set.

Bane

-RES: Owain’s Resistance is his least important stat, making it the ideal choice for a bane. All other stats will benefit Owain more.

Skill Sets

Blazing Blade Barrage! (Pseudo Special Fighter)

Recommended
Missiletainn(Sword) A Distant Counter
Alternate: Atk/Def Bond 3
Reposition B Guard 3
Alternate: Wrath 3
Aether
Alternate: Blue Flame
C Even Spd Wave 3
Alternate: Spur Spd/Def 2
SP2,085SFlashing Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Missiletainn  

  • Assist: Reposition / Player Preference

  • Special: Aether / Blue Flame

  • Passive A: Distant Counter / Atk/Def Bond

  • Passive B: Guard / Wrath

  • Passive C: Even Spd Wave / Even Atk Wave / Spur Spd/Def

  • Sacred Seal: Flashing Blade / Heavy Blade

The Special Fighter skill is an extremely desirable choice that is normally locked to armored units. Owain is capable of replicating the effects of Special Fighter through a combination of his Weapon and skills.

This effect is achievable thanks to a combination of Owain’s Weapon, Sacred Seal, and B slot skill. Missiletainn, as well as acting like a typical Slaying Edge, grants additional Special charge per every enemy attack. Then, the Heavy Blade or Flashing Blade Sacred Seal grants additional Special charge per attack if Owain has more Attack or Speed than the enemy, depending on which of the two he is using. When Missiletainn and Heavy/Flashing Blade is used in combination, Owain will get two points of Special charge per action so long as he has more Attack and Speed than his foe. This allows him to make effective use of high charge Special regardless of phase. The last component of Special Fighter is the Guard mechanic that prevents opponents from charging their Special, which can be replicated by simply using Guard itself. With that, Owain has his own take on Special Fighter.

For his IVs, Owain will ideally want either an Attack or Speed boon to aid with his offensive capabilities. He’ll also ideally want a Resistance bane. Any Assist can work fine, with typical options such as Reposition or a Dual Rally being great choices. For his Special, Aether works fantastically well as Owain can consistently charge it almost every single round of combat. His default Blue Flame is also a solid option.

In the A slot, Distant Counter works very well to allow Owain to retaliate upon ranged opponents. His default Atk/Def bond is also a solid choice, boosting his Attack and Defense whenever adjacent to an ally. The C slot is open to player choice. A wave skill such as Even Spd Wave or Even Atk Wave can work very well to help Owain support himself, but this is unnecessary for this build to function well. Owain’s default C slot, Spur Spd/Def, is a great choice. If Guard is unavailable, Owain’s default Wrath work perfectly well in the B slot. While Owain won’t get the enemy Special reduction effect of Special Fighter anymore, he’ll enjoy the extra damage that Wrath gives his Special and he still has the own Special cooldown effect which is Special Fighter’s most important aspect.

A Divine Awakening! (Mixed Phase Nuke)

Missiletainn(Sword) A Distant Counter
Reposition B Wrath 3
Blue Flame C Even Spd Wave 3
Alternate: Spur Spd/Def 2
SP1,655SDarting Stance 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES

  • Weapon: Missiletainn

  • Assist: Reposition / Player Preference  

  • Special: Blue Flame

  • Passive A: Distant Counter  

  • Passive B: Wrath

  • Passive C: Even Spd Wave / Odd Spd Wave / Spur Spd/Def

  • Sacred Seal: Darting Stance / Quickened Pulse

The tried and true Ayra set returns once more for Owain who can put it to great use just like she can.

First things first, Owain will want either an Attack or Speed boon, both helping him greatly offensively. A Resistance bane will also be his best choice. His weapon, Missiletainn, is what makes this build work despite using a higher cooldown Special compared to Ayra, as it grants him extra Special cooldown when his opponent attacks. With this, he will fully charge Blue Flame on enemy phase every single time ready for his attack. As for Owain’s Assist, this is up to player choice. Movement Assists such as Reposition and Swap are always useful, or a Dual Rally can be used for Arena scoring.

In the A slot, Distant Counter allows Owain to retaliate on ranged attacks, meaning that not even mages and archers are safe from his Blue Flame. Owain will still need to take caution as mages can still do a good chunk of damage before he fights back. Wrath is a strong B slot choice, made even better by the fact he comes with it by default. Wrath grants an additional point of Special charge at the start of every turn, as well as boosts his Special damage by 10 points. While he can’t use this to instantly charge his Special like Ayra can, he will still enjoy the free charge and the extra damage.

The Spd Wave skills make for great C slot choices, allowing Owain to support himself with a large Speed boost every other turn. Whether one wants to take Odd Spd Wave or Even Spd Wave is dependant on personal preference. Neither Spd Wave skill is needed for this build to work though, so don’t be afraid to try out alternative C slots that might benefit the team more, such as Owain’s default Spur Spd/Def. For the Sacred Seal, Darting Stance makes for a great choice, helping Owain to secure follow-up attacks on Enemy Phase. Unlike Ayra, Owain would need additional support in order to instantly charge his Special on turn 1, so Quickened Pulse is not as desirable of an option, but it is still a good choice if one can provide Owain with support from Infantry Pulse or Ostia’s Pulse.

On the Path of Radiance! (Defensive Nuke)

Missiletainn(Sword) A Atk/Def Bond 3
Alternate: Distant Counter
Reposition B Special Spiral 3
Aether C Even Atk Wave 3
Alternate: Spur Spd/Def 2
SP1,935SDarting Stance 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF or +SPD / -RES

  • Weapon: Missiletainn

  • Assist: Reposition / Player Preference

  • Special: Aether

  • Passive A: Atk/Def Bond / Distant Counter

  • Passive B: Special Spiral / Wrath

  • Passive C: Even Atk Wave / Spur Spd/Def

  • Sacred Seal: Darting Stance / Quickened Pulse

With Special Spiral, Owain can make for a fantastic Enemy Phase unit with excellent self sustainability.

The main draw of this set is the consistent activation of Aether past Owain’s first round in combat. This build will work best if one is capable of getting Aether down to two charge remaining on turn 1 through Pulse support. With Pulse Support, this build allows Owain to consistently activate Aether on Enemy Phase. This is achieved through his weapon and B slot. Missiletainn, on top of acting like a regular Slaying Edge, grants additional Special charge on enemy attack. Meanwhile, Special Spiral will grant two point of Special charge after any round of combat where Owain activates his Special. Once he has activated Aether at least once, he will start every round of combat with Aether half charged, and proceed to have it fully charged by the enemy attacking him.

Owain’s ideal boon here is Attack, aiming to allow Owain to get the most out of his initial Attack. Defense and Speed are also solid choices for a boon. As per usual, a Resistance bane is recommended. Any Assist can work fine. Reposition is a safe general choice for most infantry units, but a Dual Rally is recommend if one is concerned about Arena scoring. As already mentioned, Aether is what makes this set so good. It’s a powerful Special which can be consistently activated on Enemy Phase.

For the rest of his kit, Owain makes great use of his default A slot skill, Atk/Def Bond, which grants him additional Attack and Defense whenever adjacent to an ally. Distant Counter is also a solid option, allowing Owain to retaliate against ranged foes. For the C slot, a Wave skill makes for a nice option, particularly the Atk Wave skills to help boost the damage of Owain’s attacks. However, a Wave skill is far from required, so feel free to experiment with the C slot. Owain comes default with Spur Spd/Def which is a strong choice. Finally, Darting Stance makes for a great Sacred Seal choice, helping Owain to avoid follow-up attacks and secure his own should his opponent be able to survive his initial Aether. Quickened Pulse is also a nice choice as it reduces the amount of Pulse support Owain needs to activate Aether during his first round of combat, though he will still need one ally with a Pulse skill in order to do this.

Like the Shadows of Valentia! (Budget)

Missiletainn(Sword) A Atk/Def Bond 3
Reposition B Wrath 3
Blue Flame C Spur Spd/Def 2
SP1,445SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Missiletainn

  • Assist: Reposition / Player Preference

  • Special: Blue Flame

  • Passive A: Atk/Def Bond

  • Passive B: Wrath

  • Passive C: Spur Spd/Def

  • Sacred Seal: Close Def / Darting Stance

First things first, yes, this build is just Owain’s base kit with an Assist. But, it has to be illustrated just how effective Owain’s base kit is.

With his base kit alone, Owain is a fantastic enemy phase unit. Missiletainn is a powerful weapon that acts as a Slaying Edge and grants bonus Special charge whenever the enemy attacks him. This allows him to consistently activate his special, Blue Flame, as a single enemy attack will fully charge it. Blue Flame itself grants 10 additional damage when it activates and is boosted up to a whopping 25 additional damage when adjacent to an ally. This synergises even further with his A slot skill Atk/Def bond, granting him a nice boost to his Attack and Defense. On top of this, he will even buff whoever is standing adjacent to him thanks to his C slot Spur Spd/Def. Last but absolutely not least, Wrath is simply a fantastic B slot, allowing Owain to deal even more damage with his Special and charge it faster when below 75% HP.

As for the rest of the build, Owain will benefit the most from having an Attack or Speed boon with a Resistance bane. The only inherited part of this entire build is the Assist, which is open to player preference. Reposition is the recommended choice as it is simply an effective Assist for almost any situation. Other options are available such as Swap, Draw Back, or a Dual Rally. For the Sacred Seal, Close Def is a solid choice that helps Owain to take less damage when attacked up close. Darting Stance is another solid choice, helping Owain to avoid double attacks and perform his own double attack in response.

Introduction

Never fear, summoners everywhere! The one chosen by forces beyond mortal comprehension, Owain, is here to deliver swift justice! Owain joins Heroes as a infantry sword unit, bringing with him a powerful sword and a shiny new Special, on top of a solid set of stats.

Owain is absolutely comparable to Ayra. Between the two, there is almost no difference in stats. The main difference between the two are their weapons and Special. Missiletainn, Owain’s personal sword, is a very effective weapon which makes for an excellent choice in any Enemy Phase oriented build. While Owain lacks a personal Special, he does come with a shiny new Special called Blue Flame, which grants a colossal boost to damage with a quite easy to fulfil requirement.

All of these factors combine to make Owain into an incredible unit. It is debatable whether he exceeds the power of other sword units like Karla and Ayra, but it is undeniable that he is certainly on the same level as them. Whether you deck him out in inherited skills or simply keep him with his great base kit, Owain will absolutely not disappoint.

Strengths

Amazing Stats

Being almost identical to Ayra in terms of stats is a huge blessing, given it is already well known how strong she is. Between the two, Owain has one less Attack and one more Resistance, and that is literally it. He has a solid 32/37 offensive spread, as well as solid physical bulk thanks to his 41 HP and 31 Defense. This leads to Owain being very effective on both player phase and enemy phase, as well as able to run a wide variety of different skills effectively.

Missiletainn

Missiletainn is Owain’s personal sword. A not-so-holy sword that Owain obtained from Sage’s Hamlet, this sword lives up to the namesake of Mystletainn by being a Slaying Edge with a powerful additional effect. On top of behaving like a typical Slaying Edge, Missiletainn also grants Owain with additional Special charge whenever his enemy attacks him. This synergises very well with his default Special, and makes Owain very powerful on enemy phase.

Fantastic Base Kit

It cannot be overstated just how good Owain is out of the box. He comes with a near perfect kit, just lacking an Assist skill. His Special, Blue Flame, is the first damaging Special to grant a flat damage boost that increases in power when adjacent to an ally. This is great given his default A slot skill, Atk/Def Bond, which boosts his Attack and Defense whenever he’s adjacent to an ally. On top of this, he comes with Wrath which is fantastic for him. He even comes with a great C slot choice, Spur Spd/Def, which he can use to support whoever is standing adjacent to him. This makes Owain fantastic for any newcomers or anyone on a stricter inheritance budget, as he needs very little to work wonders.

Weaknesses

Low Resistance

The only noteworthy fault with Owain is his Resistance. At 22 Resistance, Owain is susceptible to attacks from enemy mages and dragons. Even then, this can be made hardly an issue with the right setup, which just further supports how good Owain truly is.

Team Options

With just how good he is, it’s very hard to pick wrong teammates for Owain. What he certainly does enjoy though is Pulse support, as well as anyone who can push his abilities even further.

  • Pulse users: A lot of power can be given to Owain if he is able to get his Special ready sooner. Having an ally or two with Pulse skills will certainly be of great value. Legendary Hector, Helbindi, Dorcas, Summer Xander, and Marisa are the units that come naturally with Pulse skills. Legendary Hector is very noteworthy as he is also a fantastic blue counter. Dorcas and Summer Xander are also effective blue counters, but not on the level of Legendary Hector. Helbindi has the added benefit of being able to support Owain with buffs from his weapon.

  • Buffers: Owain will enjoy receiving buffs from his fellow teammates in order to bolster his already high combat potential. Eirika and Ephraim are natural choices, with their weapons carrying Hone Atk by default. Linde and Delthea are both also great choices, with both having access to Dark Aura in order to provide a large Attack boost. Titania is also capable of utilizing three Tactic skills at once, making her another solid support unit who can also protect Owain from blue units. Marth, Brave Lucina, and WF Hinoka can all provide Owain with Spur style buffs through their weapons, making them great options too.

  • Strong Green Fighters: Blue opponents are Owain’s only real threat, so a green ally is much appreciated. Any Hector with Armads, Myrrh, Brave Ephraim, and Fallen Robin are all solid options. Strong green mages are also available, such as Lewyn and SF Nino.

Counters

Even one as mighty as Owain succumbs to the weapon triangle. Blue units, primarily blue mages, will pose a significant threat to Owain, so caution is advised.

  • Magical Blues: With low Resistance and weapon triangle disadvantage, magical blue foes are the biggest threat to Owain. Reinhardt is the most noteworthy, as his immediate follow-up attack from Dire Thunder allows him to KO Owain easily. Ishtar, Linde, and Delthea all also pose significant threats if Owain does not have Distant Counter. Blue dragons such as Legendary Tiki and Nowi are also considerable threats.

  • Defensive Blues: Any blues known for strong defensive capabilities will pose a significant threat to Owain. People such as Brave Hector, Hardin, and Winter Robin are of particular note as all of these have great defensive capabilities.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Missiletainn(Sword)Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage).
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Non-inheritable by Staff-wielding units.
200 3
Blue FlameBoosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 3

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
60
A
Atk/Def Bond 2Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
120
A
Atk/Def Bond 3Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.
Unlocks at 5 ★
Inheritable by all units.
240
A
Wrath 1If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
60
B
Wrath 2If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
120
B
Wrath 3If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Unlocks at 5 ★
Melee, Infantry, and Armored Only
240
B
Spur Spd 1Grants adjacent allies Spd+2 during combat.
Inheritable by all units.
50
C
Spur Spd/Def 1Grants adjacent allies Spd/Def +2 during combat.
Inheritable by all units.
120
C
Spur Spd/Def 2Grants adjacent allies Spd/Def+3 during combat.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem: Awakening

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